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Wei Yan; Priyanka Parekh; Ashish Amresh; Paige Prescott – Journal of Technology and Teacher Education, 2025
Indigenous communities remain among the most underrepresented groups in computing and STEM fields, facing systemic barriers to equitable participation in computer science (CS) education. This study examines how Indigenous-serving teachers, through a sustained professional development (PD) program, design and implement culturally responsive…
Descriptors: Culturally Relevant Education, Computer Science Education, Faculty Development, Disproportionate Representation
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Alexander Tobias Neumann; Yue Yin; Sulayman Sowe; Stefan Decker; Matthias Jarke – IEEE Transactions on Education, 2025
Contribution: This research explores the benefits and challenges of developing, deploying, and evaluating a large language model (LLM) chatbot, MoodleBot, in computer science classroom settings. It highlights the potential of integrating LLMs into LMSs like Moodle to support self-regulated learning (SRL) and help-seeking behavior. Background:…
Descriptors: Computer Science Education, Databases, Information Systems, Classroom Environment
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Amy Hutchison; Qi Si; Jamie Colwell; Erdogan Kaya; Eileen Jakeway; Brittany Miller; Kristie Gutierrez; Kelly Regan; Anna Evmenova – Journal of Computer Assisted Learning, 2025
Background: In recent years, computer science education has emerged as a necessary part of school curricula for students of all ages. With such momentum in this direction, it is essential that program designers, educators, and researchers ensure that computer science education is designed to be inclusive, effective, and engaging for all students.…
Descriptors: Coding, Instruction, Scaffolding (Teaching Technique), Literacy
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Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
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Robin Martin – Grantee Submission, 2025
Access to high-quality computer science education remains uneven across the United States, with rural schools facing persistent barriers including limited staffing, outdated infrastructure, and constrained professional development opportunities (Gutierrez & Terrones, 2023; Showalter et al., 2019). Computer Science in Rural California (branded…
Descriptors: Computer Science Education, Rural Schools, Access to Education, Faculty Development
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Jintao Yang; Geng Liang; Wei Zhang – International Journal of Web-Based Learning and Teaching Technologies, 2025
Although learner interactions in forums are well-documented, research on instructor engagement strategies in MOOC forums and their impact on forum dynamics is limited. This study offers a distinctive approach by categorizing instructor strategies into four types: communicative, integrative, task-oriented, and non-interventionist. Six prominent…
Descriptors: MOOCs, Teacher Student Relationship, Plagiarism, Active Learning
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Hollister, Brad; Leon, Juan – International Journal on E-Learning, 2022
An introductory survey course in software engineering is now required at many accredited undergraduate institutions in the United States. The usual presentation of material consists of student projects that showcase design, development, and testing methodologies. While this approach does provide a foundation, students are left without professional…
Descriptors: Open Source Technology, Engineering Education, Computer Software, Undergraduate Students
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Weng, Xiaojing; Cui, Zhihao; Ng, Oi-Lam; Jong, Morris S. Y.; Chiu, Thomas K. F. – Journal of Science Education and Technology, 2022
Amid the maker movement, educators are proposing various making activities with programmable artifacts to prepare students for coping with the challenges in the twenty-first century. Today, the "4C" skills--critical thinking, creativity, communication, and collaboration--are regarded as significant learning outcomes in Science,…
Descriptors: Cooperative Learning, Problem Based Learning, Experiential Learning, Problem Solving
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Rodríguez, M. Elena; Guerrero-Roldán, Ana Elena; Baneres, David; Karadeniz, Abdulkadir – International Review of Research in Open and Distributed Learning, 2022
This work discusses a nudging intervention mechanism combined with an artificial intelligence (AI) system for early detection of learners' risk of failing or dropping out. Different types of personalized nudges were designed according to educational principles and the learners' risk classification. The impact on learners' performance, dropout…
Descriptors: Artificial Intelligence, Electronic Learning, College Students, Intervention
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Krouska, Akrivi; Troussas, Christos; Sgouropoulou, Cleo – Education and Information Technologies, 2022
The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer…
Descriptors: Game Based Learning, Electronic Learning, COVID-19, Pandemics
Al-Jarf, Reima – Online Submission, 2022
This study investigates how emergency practicum was carried out during the COVID-19 Pandemic in the past two years (Spring 2020 to Sprin 2022) in Saudi Arabia. Results of surveys with a sample of instructors from Languages, Translation, Literature, Linguistics, Education and Computer Science Departments at a sample of universities in Saudi Arabia…
Descriptors: Foreign Countries, Practicums, COVID-19, Pandemics
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Guler, Mustafa; Ozden, M. Yasar – Online Submission, 2022
In this study, the perceptions of students and faculty members regarding the use of Moodle/Office365 system in educational activities were examined. Perceptions have been examined from three different perspectives: These are the effect, usefulness and ease of use of the technology used on students' motivation in learning activities. Students…
Descriptors: Student Attitudes, Integrated Learning Systems, College Faculty, Teacher Attitudes
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Zhu, Meina; Kadirova, Dilnoza – Open Learning, 2022
Given the rapid rise of open educational resources (OER) for informal learning pursuits impacting countless millions of people each day around the world, this study investigated the impact of the initiative that spearheaded this movement; namely, Massachusetts Institute of Technology (MIT) open courseware (OCW). More specifically, it explored…
Descriptors: Independent Study, Student Attitudes, Learning Experience, Computer Science Education
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Radke, Sarah C.; Vogel, Sara E.; Ma, Jasmine Y.; Hoadley, Christopher; Ascenzi-Moreno, Laura – Teachers College Record, 2022
Background/Context: Bi/multilingual students' STEM learning is better supported when educators leverage their language and cultural practices as resources, but STEM subject divisions have been historically constructed based on oppressive, dominant values and exclude the ways of knowing of nondominant groups. Truly promoting equity requires…
Descriptors: Middle School Students, Bilingual Students, STEM Education, Code Switching (Language)
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Gupta, Chetna – IEEE Transactions on Education, 2022
Contribution: This article demonstrates the impact of today's Information and Communication Technologies (ICT) in teaching software engineering (SE) course with design-based learning (DBL) and project-based learning (PBL). The results show a positive influence of integration of DBL and PBL in reducing industry gaps with improved student…
Descriptors: Computer Software, Computer Science Education, Information Technology, Active Learning
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